Stealth Suit v2.0 (3.5e Equipment)

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Stealth Suit v2.0: This streamlined black suit of smoothly-interlocked plates is light and nimble enough not to restrict movement. Often body-tailored customarily to the recipient in question, elite assassins and master thieves swear by the magical camouflage granted by the Stealth Suit.

This sleek, dangerous-looking armor consists of tightly locking upper body plates, boots, greaves, arm guards and gloves, and a helmet built in goggles, all colored a flat black with dark red detailing. The armor is sealed, leaving no bare skin. The suit itself counts as +5 light armor, granting a +6 bonus to Armor Class with a maximum Dexterity bonus of +8, an armor check penalty of 0 and an arcane spell failure chance of 10 %. When wearing the stealth suit, the wearer gains a +5 enhancement bonus to Hide Skill checks. The suit's main ability is for it to turn itself and its wearer completely invisible, as per the greater invisibility spell, as a standard action at will. The invisibility can be maintained indefinitely until turned off.

Each individual part of the set also has it's own special qualities.

Body: The armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer’s Escape Artist checks. This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer’s Move Silently checks. (The armor’s armor check penalty still applies normally.) +10 to Con

Helmet: It has no mouth opening, and where the eyes holes should be there is Dark Red Lenses. This helm contains small, but complex magical devices that translates auditory input, granting him a +5 competence bonus to Listen Checks. This helm also provides the wearer with pure breathable air as the spell Water Breathing. Even when taken to any airless environment it retains air within it at all times, continually renewing its contents. This helm is also inlaid with a small, but complex magical device containing multiple lens fixtures that translates optical input to a better suited form. The lenses allows the wearer of this helm to see underwater, enabling to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) It expands his visual abilities, granting him a +5 competence bonus to Spot Checks and Search Checks. The helmet also allows the wearer to see as if they had the extraordinary ability of Darkvision of 60ft and immunity to the vision-impairing effects of any spell with the Darkness descriptor; as such, the wearer treats any such created area of magical darkness as normal darkness with one exception: instead of consisting of gray tones ranging from black to white, the field of vision becomes red tinted. +8 to Int

Gloves: These black gloves have Masterwork Thieves' Tools embedded in them and as a free action you can extend or contract them. In addition to providing the +2 Bonus for masterwork, the gloves provide an additional +5 on Sleight of Hand, Disable Device, Open Lock, and Use Magic Device. To gain the skill bonuses you must have at least 1 rank in the skill to gain the bonus of that skill. These gloves also provides their wearer a +5 circumstance bonus to all Climb checks. If the wearer has claws, they can be used with the gloves without damaging them. +8 to Str

Boots: These boots increase the wearer’s base land speed by 20 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks. The boots also help conceal the wearers tracks. The DC of any perception checks required to track you increases by +5. If the wearer has claws, they can be used with the boots without damaging them. +8 to Dex

To be able to use the powers of a stealth suit, all of its components must be worn. As such, when the stealth suit occupies the wearer's Body slot, his Head, Feet and Hands slots are also occupied, restricting him from wearing any items in those slots. Furthermore, If all is worn as such you gain a +5 to intimidate.